mia

28. Welcome To Hell Zone

  • she

18+ // professional protein tinkerer // Most Wanted Visual Jockey Under The Sun: "AVJ CURVEBREAKER"

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trashbang
@trashbang

[talking on a grainy monitor, voice modulated]

Wake up, gentlemen. For many years, you have failed to agree upon the assigned labels of the three axes in 3D space. Now you must face three more axes, this time suspended above your heads.



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in reply to @trashbang's post:

Always hated the convention that z is up/down rather than towards/away, in 2d I always saw y as vertically oriented (sure it's technically horizontal if you lay a page on a table, but we still call those edges the "top" and "bottom" of the page regardless of its actual position) so why is it suddenly one of the horizontals if we add another?

It’s based on the convention that the last axis is up. When you’re navigating a space, up is special, horizontal axes are all similar. Making z up means your maps get to be 2d x/y, locations in space can be shorthanded to (x, y) when the altitude doesn’t matter. (If you’ve ever listened to someone listing Minecraft coordinates, which are y-up, they have to say (x, -, z) which causes a variety of awkward phrasing.)
For math purposes, truncating a vector by cutting off the last coordinate is slightly more natural than cutting out the last one.

Basically: preserving y-up between 2d and 3d is foolish consistency that makes everything harder, preserving “last coordinate up” is better for everything except communicating to people who haven’t learned the convention.

Dabbling with Godot recently, this drives me extra nuts. Godot, sensibly, agrees that the vertical axis is Y — but that up is negative. To jump, you apply negative vertical velocity. 🙃